Bridge Commander 2 is a Fan-Made game, it is in no way Affiliated with CBS, Totally Games, or Paramount. TM & © 2010 Paramount Pictures. All rights reserved. Star Trek: TNG and related marks are trademarks of Paramount Pictures in the U.S. and/or other countries.
Based off the original "STAR TREK: Bridge Commander" Bridge Commander 2 seeks to redefine space simulation games with an immense amount of detail and worlds to explore, players will be able to land on planets, venture through solar systems, scan nebulae, chase down maquis raiders, and defend whichever race they choose to call home, which includes but is not limited to:
The Federation / Starfleet (Civilian)
The Klingon Empire
The Cardassian Union
The Romulan Star Empire
And many more races as time progresses and as funding is more successful we will add more races to the game.
Bridge Commander 2 is a sort of spiritual successor to "STAR TREK: Bridge Commander", the original Bridge Commander had lots of good ideas, however, they were incomplete, and the game lacked much, including but not limited to: Dynamic environments, realistic planets, planetary rings, Immense environments, such as large areas of space, and many more graphical and engine features that most people take advantage of in today's technological world.
It is not a 1:1 remake, but it's an attempt to improve upon the idea of Bridge Commander.
My goals are simple, finish the AI Architecture, get weapons completed (mainly beam weapons at this point), finish shields, finish the warp drive systems, make more star systems, implement multiplayer, and try to get a development build out within the next 2 months, to do this i will need to hire programmers.
The current status of the project is estimated around here..:
Universe (Planets, stars, systems, etc...): 5% (it's a very large and detailed universe)
a rough estimate would place the game in 100% completion in late 2014 if funding goals are met and i am able to hire some help.
BC2 features things never before completed in other space simulation games, for example:
Land on planets you or the AI can do the work on this one
Fly through planets rings, destroy asteroid fields and mine their contents.
BC2 will not limit you to only a military career in whichever government you choose (Federation, Cardassian, Romulan, Etc...) but you will be able to be a civilian just mining precious metals, or trading, or whatever it is you want to do, ships will feature soft-body deformation, you'll be able to rip your ship apart if you really want to, or if you don't want to, just put a torpedo through the hull of your enemy.
The "STAR TREK" Intellectual Property is not directly related to this project, however we have obtained legal permission from CBS themselves, namely their legal department to pursue this game and fully develop it, we even have a few publishers lined up once the project is in a more complete (nearly done) status, so there are no risks of lawsuits.
EVERYONE will receive Bridge Commander 2 upon completion of the game. (In Digital Download format)
For fan consideration and ease of mind, a direct quote from an email conversation between CBS's Legal Department and Myself
"CBS Studios will not object to your continued exploitation of your fan-created game"
Risks and challenges
As with any programming project, there are inherent risks involved with writing and testing all of the various gameplay elements that we will be using to make Bridge Commander 2 a unique and fun experience when it is finished. As developers, we have several years of programming experience as well as real life work experience that we believe gives us an edge that an amateur game programmer might not normally have. We are used to setting goals and meeting deadlines, and bringing others together with similar skill-sets and interests to compliment our own.
Finding a publisher and getting copy rights to such a popular franchise. However, given the overall quality of our game and our idea of what the finished product will be we have no doubt that it will have great appeal to any game publisher. Some unique challenges we face are implementing a highly-engaging story and single player campaign, a robust and reliable network play system, and an efficient game engine that will run on a wide variety of personal computer hardware. We will be able to surmount these problems with our unique set of skills and our determination and enthusiasm for our game.
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